feat: intermediate quests — agent bug fixes for roads_run_red, iron_will, warchiefs_fury#1096
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terminaldestiny wants to merge 4 commits into
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feat: intermediate quests — agent bug fixes for roads_run_red, iron_will, warchiefs_fury#1096terminaldestiny wants to merge 4 commits into
terminaldestiny wants to merge 4 commits into
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added 2 commits
March 26, 2026 09:25
- Fix mobType always undefined in getNearbyEntities: setProperty() stores in entity.config.properties, not entity.data — add fallback to read from entityConfig.properties.mobType so warchief/barbarian are correctly distinguished during kill stages - Fix attack cancel-requeue loop: pickQuestAction issued a new attack command every 8s tick, which cancelled the pending walk-to-target via requestServerAttack/cancelPendingAttack before the agent could close the distance — add 15s cooldown (lastAttackCommandAt/TargetId) so the walk completes before re-issuing All 10 quests now complete; DESTINY advancing to skill grinding
- Fix mobType always undefined in getNearbyEntities (stored in entity.config.properties, not entity.data) — mobs now correctly identified for kill stage targeting - Fix attack cancel-requeue loop: add 15s cooldown per target so walk-to-attack completes before re-issuing requestServerAttack - Fix findMobForQuest to use exact mobType match (barbarian_warchief no longer matches barbarian kill stage) - Fix moveTowardMobType includes() matching navigating agent to wrong mob - Add barbarian/warchief spawning for intermediate quest camps - Fix QuestSystem missing RUNECRAFTING/CRAFTING/FLETCHING_COMPLETE subscribers - Fix gathering: stop player movement before starting gather session - Fix ore/fish resource variants (were falling back to tree_normal) - Fix ore_essence 100% mining success rate - Fix inventory management during quest gather stages (drop non-target ores) - Fix pickup filter to ignore non-target ores during iron ore quest stage - All 10 quests verified working end-to-end with DESTINY agent
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added 2 commits
April 2, 2026 21:07
Three bugs fixed: 1. Crafting Basics leather loop: inventory was 28/28 with crafted leather_gloves (armor-protected, undrop-able). Freed slots by explicitly dropping crafted leather outputs (leather_gloves/leather_boots) when manageShopping needs room for raw leather. Also skip picking them back up during crafting-quest interact stages to avoid drop-pickup loop. 2. Rune essence rocks not spawning: r.resourceId was undefined at runtime in initializeWorldAreaResources() despite JSON having the field. Fixed with rAny cast + fallback chain (rAny.resourceId → rAny.id → rAny.resource_id). 3. Added "essence" to OreSubType union so TypeScript accepts subType: "essence" for rune essence spawn points.
… limit - gc(true) time scales with HeapTotal (JSC virtual heap), not RSS. With HeapTotal=22GB, gc(true) blocks for 40+ seconds even if RSS=3GB, causing TPS=0 and combat to freeze mid-quest. Now checks both RSS < 4GB AND HeapTotal < 8GB before using gc(true). - Add HeapTotal > 16GB restart threshold: JSC auto-triggers a major GC when heap arenas fill up; at 16GB+ this takes 30-60s per cycle (GC thrashing). Exit cleanly before hitting this state so quest progress (saved to DB each kill) persists across restarts.
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Fix mobType always undefined in getNearbyEntities: setProperty() stores in entity.config.properties, not entity.data — add fallback to read from entityConfig.properties.mobType so warchief/barbarian are correctly distinguished during kill stages
Fix attack cancel-requeue loop: pickQuestAction issued a new attack command every 8s tick, which cancelled the pending walk-to-target via requestServerAttack/cancelPendingAttack before the agent could close the distance — add 15s cooldown (lastAttackCommandAt/TargetId) so the walk completes before re-issuing
the companion PR to assets#19.
I lowered leather_boots crafting requirement from 7→1 and shortbow_u/shortbow fletching requirement from 5→1 in the local manifests so the agent could complete crafting_basics and fletchers_introduction from a fresh start. Not sure if this matches what's in the assets repo or if it was intentionally gated — happy to revert if so